Versions/CS-442154

Update Information
Hi friends!

We’re making good progress on the DLC, which will be going into Early Access in December! In the meantime, we've got an update for the base version of Oxygen Not Included: The long requested Cloud Saves!

This is something we’ve wanted to implement for a while, and we want to get this update out before Early Access starts as it will help support the coming DLC infrastructure. So this is a fairly small update to the game, consisting of basically just this new feature. (We did manage to squash a few bugs too!)

Additionally, this update includes upgrades to both the game engine and audio engine we're using to develop the game. This won't have much impact on you as the player, but it's a technical hurdle we needed to jump over to ensure the ongoing health of the game in the future.

Thanks as always for your support and feedback! Though we may not have been as active in the forums lately, we still read constantly and deeply appreciate all the kind words, amazing colonies, and fascinating discussions that go on here. You're the best!

Features and New Improvements
Cloud saves
 * Cloud saves have been enabled! Use the new buttons on the Load Game screen to move your saves for cloud syncing
 * Automatic save file migration to one-folder-per-colony:
 * New save file migration window reorganizes save files into one folder per colony
 * Auto Save deleting policy is now per colony, i.e 10 max auto saves for each colony
 * New Colony list on load screen, where selecting a colony enters a second page to view the associated saves within it
 * Added a "Default to Cloud" option in game options, and a “Save To Cloud” setting when starting a new colony
 * Choosing "Sync ALL to cloud/local" will also update the default
 * Load screen has an indicator to show how to start using cloud saves. (Goes away after 5 appearances, or after the user clicks on the button.)
 * Can no longer create colonies with duplicate names (old colonies with duplicate names will still work, but will get migrated to/from cloud together)

Buildings
 * Oil Well now dumps and takes damage from incorrect liquids, rather than storing them and getting blocked
 * Oil Well now has better logic to keep it from getting stuck pumping if something goes wrong with it
 * Fix Petroleum Generators from getting stuck if they're supplied with mixed fuels, now they seamlessly change over

Systems and Simulation
 * Fixed partial heat transfer increasing energy and flaking fountain
 * Fixed Fish Feeder flaking
 * Fixed both Heavi-Watt Wire Bridge from flaking and doubling mass on melt
 * One cell buildings should no longer flake when melting
 * Clarified Petroleum Generator description
 * Fixed artifacts not being generated if they are the last artifact of a tier
 * Fixed power networks sometimes becoming overloaded when they are exactly at their power limit

UI and Text
 * Fixed scaling issues for anims in the UI (notably, Duplicant portraits at high resolutions)
 * "More Info" on the error includes the actual error message in addition to the stack trace
 * Enlarged the clickable area to close message notifications so that it's easier to dismiss them
 * Clarified “level up” notification
 * "Save As" dialog now shows saves (not auto saves). Also inserts the save name and selects it
 * Updated localization strings for Chinese, Korean, Russian languages
 * Small style changes to the new game and load game buttons in the main menu
 * Removed the Sushi entry from the Database codex as it was removed from the game long ago
 * Daily Reports screen no longer crashes when hovering the domestic critter tooltip
 * Fix formatting of the "Growth Halted" status item so it's less confusing.

Performance
 * Batch symbol override assignments to avoid call overhead, saves 2-3% of frametime
 * Remove duplicate entries in Offsets, saves 1-2% of frame in fetch cost calculations
 * Push back sort order for Assignable-related chore preconditions, saves 5-6% frametime
 * Replace ArrayRefs in ScenePartitioner with HashSet for 5% frametime savings
 * Small optimization to Symbol Override system ~.5% frametime by removing unnecessary data copying
 * Small optimizations to Symbol Override system ~2% of frametime by changing the way we look up symbols and removing some debugging
 * Facegraph optimization, saves about 1.5% frametime on Dupe stress test
 * Optimized the way Dupes think about toilets. Saves about 4% of frametime for colonies with many Dupes
 * Further optimizations to toilet selection. Can have huge benefits for large numbers of Dupes and toilets: ~20% of the frame on a Dupe stress-test colony

Filesystem and Backend
 * When deleting a save, now tries to remove the png as well
 * When removing files, now tries to remove the empty folder
 * Upgraded to Unity 2019.4.14
 * Upgraded FMOD to 2.01.05

Mods
 * Fixed bug in Mod "archived_versions", causing failures for archived versions of mods downloaded from the Steam Workshop
 * Mods: Error message when failing to load a building now specifies the name of the building and the mod that it comes from